Making a Roblox Killfeed Script GUI System from Scratch

Setting up a functional roblox killfeed script gui system is one of those things that really levels up the feel of your game, making it go from a basic project to something that feels professional and responsive. If you've ever played a shooter or a combat-heavy game on Roblox, you know exactly what I'm talking about—that little notification in the corner that tells everyone who just got knocked out and who did the knocking. It provides immediate feedback and adds a layer of competitive energy that players love.

The cool thing about building your own system is that you aren't stuck with a generic template. You can make it match your game's aesthetic, whether that's a clean sci-fi look or something more chaotic and colorful. It's also a great way to practice how the client and the server talk to each other, which is a foundational skill in Luau scripting.

Getting the Logic Right

Before we even touch the visual stuff, we have to think about how a roblox killfeed script gui system actually works behind the scenes. In Roblox, things happen on two sides: the Server and the Client. If a player dies, the Server knows about it first. But the Server doesn't handle the UI—that's the Client's job.

To bridge this gap, we use something called a RemoteEvent. Think of it as a messenger. When the server detects that a player has been defeated, it sends a message through this RemoteEvent to every single player's game (every client), saying, "Hey, Player A just took out Player B. Show it on the screen."

If you try to do this entirely on the client side, it won't work because the client doesn't always know what's happening to other players for security reasons. And if you try to do it only on the server, you'll find that the server can't actually "see" or "touch" the player's individual screen GUI. So, the RemoteEvent is our best friend here.

Setting Up the GUI Components

Now for the visual part. You'll want to head over to the StarterGui and create a ScreenGui. Let's call it "KillfeedGui." Inside that, you'll need a container to hold the kill messages. A ScrollingFrame or a plain Frame works well, but here's a pro tip: use a UIListLayout.

The UIListLayout is a lifesaver. It automatically stacks your kill messages on top of each other so you don't have to manually calculate the Y-position for every new line of text. You can set it to stack from the bottom up or top down, depending on how you want the feed to "scroll."

Once you have your container, create a "Template" frame. This is what a single kill message will look like. Usually, it consists of two or three TextLabels—one for the winner, one for the loser, and maybe a little "defeated" icon in the middle. Once you've styled it exactly how you want (maybe with some nice semi-transparent backgrounds and rounded corners using UICorner), move that template into a folder in ReplicatedStorage. We don't want it sitting on the screen all the time; we only want to clone it when someone actually dies.

Coding the Server Side

To get the roblox killfeed script gui system moving, you'll need a script in ServerScriptService. This script is the "referee." It needs to watch every player that joins the game. When a player's character spawns, the script should look at the "Humanoid" object. The Humanoid has an event called .Died, which is exactly what it sounds like.

But there's a catch: the .Died event doesn't automatically tell you who killed the player. To track that, most Roblox weapons use a system called "CreatorTags." When a player hits someone, the weapon script inserts an ObjectValue into the victim's Humanoid called "creator," which points to the player who did the damage.

So, your server script should: 1. Listen for when a player dies. 2. Check the Humanoid for a "creator" tag. 3. Grab the name of the killer (from the tag) and the name of the victim. 4. Fire the RemoteEvent to all clients with these two names.

It sounds like a lot of steps, but it's actually just a few lines of code once you get the hang of it.

Handling the Client Display

Over on the client side, we need a LocalScript inside our KillfeedGui. This script is constantly listening for that RemoteEvent we talked about earlier. When it hears the event fire, it spring into action.

First, it clones that "Template" we tucked away in ReplicatedStorage. Then, it changes the text of the labels to match the names sent by the server. Finally, it parents that new frame to our container with the UIListLayout.

One thing people often forget is that you can't just let these messages pile up forever. If a match lasts twenty minutes, you'll have thousands of invisible labels slowing down the game. You'll want to use the Debris service or a simple task.wait() followed by :Destroy() to make sure the message disappears after five or ten seconds. It keeps the UI clean and the game running smoothly.

Making It Look Smooth with TweenService

If you want your roblox killfeed script gui system to feel truly "premium," don't just make the messages pop in and out of existence. Use TweenService. Instead of the message just appearing, you can have it slide in from the right or fade in from 100% transparency.

When it's time for the message to leave, you can fade the text out gradually. It's a small detail, but it makes a massive difference in how the game "feels" to the player. Players might not consciously notice a 0.5-second fade-in, but they'll definitely notice if the UI feels choppy or static.

Customizing for Your Game

The best part about this whole setup is how much you can tweak it. For example, why stop at just names? You could pass the "KillIcon" through the RemoteEvent too. If a player gets a headshot, you could show a little crosshair icon. If they use a rocket launcher, show a little explosion icon.

You can also use RichText. Roblox supports basic HTML-like tags in TextLabels, so you can make the killer's name bold or a specific color (like team colors) without needing multiple separate labels. It keeps your GUI hierarchy much cleaner.

Common Pitfalls to Watch Out For

I've seen a lot of people struggle with their roblox killfeed script gui system because of a few common mistakes. The big one is not checking if the "creator" tag actually exists. If a player falls off the map or resets, there might not be a killer. Your script will throw an error if it tries to find the name of a killer that isn't there. Always include an if statement to check if the tag exists before trying to use it.

Another issue is memory leaks. If you're creating new frames every few seconds but never destroying them, the game will eventually start to lag for players who stay in the server for a long time. Always, always make sure you have a cleanup function for your UI elements.

Lastly, watch out for "spam." In games with a lot of players, the killfeed can get overwhelmed. You might want to limit the number of messages shown at once. If the container has more than, say, five messages, you could immediately delete the oldest one to make room for the new one.

Wrapping It Up

Building a roblox killfeed script gui system is a rewarding project because it touches on so many different parts of game development: UI design, client-server communication, and game logic. It's a perfect example of how a few different systems come together to create a cohesive experience for the player.

Once you've got the basics down, you can really start to have fun with it. Add sounds, add kill streaks, or even link it to a global leaderboard. The sky's the limit once you have that basic message-sending logic figured out. Just remember to keep it clean, keep it fast, and most importantly, make sure it fits the vibe of the game you're building. Happy scripting!